linux/sound/pci/au88x0/au88x0_game.c
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   1// SPDX-License-Identifier: GPL-2.0-or-later
   2/*
   3 *  Manuel Jander.
   4 *
   5 *  Based on the work of:
   6 *  Vojtech Pavlik
   7 *  Raymond Ingles
   8 *
   9 * Should you need to contact me, the author, you can do so either by
  10 * e-mail - mail your message to <vojtech@suse.cz>, or by paper mail:
  11 * Vojtech Pavlik, Ucitelska 1576, Prague 8, 182 00 Czech Republic
  12 *
  13 * Based 90% on Vojtech Pavlik pcigame driver.
  14 * Merged and modified by Manuel Jander, for the OpenVortex
  15 * driver. (email: mjander@embedded.cl).
  16 */
  17
  18#include <linux/time.h>
  19#include <linux/delay.h>
  20#include <linux/init.h>
  21#include <sound/core.h>
  22#include "au88x0.h"
  23#include <linux/gameport.h>
  24#include <linux/export.h>
  25
  26#if IS_REACHABLE(CONFIG_GAMEPORT)
  27
  28#define VORTEX_GAME_DWAIT       20      /* 20 ms */
  29
  30static unsigned char vortex_game_read(struct gameport *gameport)
  31{
  32        vortex_t *vortex = gameport_get_port_data(gameport);
  33        return hwread(vortex->mmio, VORTEX_GAME_LEGACY);
  34}
  35
  36static void vortex_game_trigger(struct gameport *gameport)
  37{
  38        vortex_t *vortex = gameport_get_port_data(gameport);
  39        hwwrite(vortex->mmio, VORTEX_GAME_LEGACY, 0xff);
  40}
  41
  42static int
  43vortex_game_cooked_read(struct gameport *gameport, int *axes, int *buttons)
  44{
  45        vortex_t *vortex = gameport_get_port_data(gameport);
  46        int i;
  47
  48        *buttons = (~hwread(vortex->mmio, VORTEX_GAME_LEGACY) >> 4) & 0xf;
  49
  50        for (i = 0; i < 4; i++) {
  51                axes[i] =
  52                    hwread(vortex->mmio, VORTEX_GAME_AXIS + (i * AXIS_SIZE));
  53                if (axes[i] == AXIS_RANGE)
  54                        axes[i] = -1;
  55        }
  56        return 0;
  57}
  58
  59static int vortex_game_open(struct gameport *gameport, int mode)
  60{
  61        vortex_t *vortex = gameport_get_port_data(gameport);
  62
  63        switch (mode) {
  64        case GAMEPORT_MODE_COOKED:
  65                hwwrite(vortex->mmio, VORTEX_CTRL2,
  66                        hwread(vortex->mmio,
  67                               VORTEX_CTRL2) | CTRL2_GAME_ADCMODE);
  68                msleep(VORTEX_GAME_DWAIT);
  69                return 0;
  70        case GAMEPORT_MODE_RAW:
  71                hwwrite(vortex->mmio, VORTEX_CTRL2,
  72                        hwread(vortex->mmio,
  73                               VORTEX_CTRL2) & ~CTRL2_GAME_ADCMODE);
  74                return 0;
  75        default:
  76                return -1;
  77        }
  78
  79        return 0;
  80}
  81
  82static int vortex_gameport_register(vortex_t *vortex)
  83{
  84        struct gameport *gp;
  85
  86        vortex->gameport = gp = gameport_allocate_port();
  87        if (!gp) {
  88                dev_err(vortex->card->dev,
  89                        "cannot allocate memory for gameport\n");
  90                return -ENOMEM;
  91        }
  92
  93        gameport_set_name(gp, "AU88x0 Gameport");
  94        gameport_set_phys(gp, "pci%s/gameport0", pci_name(vortex->pci_dev));
  95        gameport_set_dev_parent(gp, &vortex->pci_dev->dev);
  96
  97        gp->read = vortex_game_read;
  98        gp->trigger = vortex_game_trigger;
  99        gp->cooked_read = vortex_game_cooked_read;
 100        gp->open = vortex_game_open;
 101
 102        gameport_set_port_data(gp, vortex);
 103        gp->fuzz = 64;
 104
 105        gameport_register_port(gp);
 106
 107        return 0;
 108}
 109
 110static void vortex_gameport_unregister(vortex_t * vortex)
 111{
 112        if (vortex->gameport) {
 113                gameport_unregister_port(vortex->gameport);
 114                vortex->gameport = NULL;
 115        }
 116}
 117
 118#else
 119static inline int vortex_gameport_register(vortex_t * vortex) { return -ENOSYS; }
 120static inline void vortex_gameport_unregister(vortex_t * vortex) { }
 121#endif
 122